Treasure

Please note: this is the original, experimental version. Treasure is currently under redevelopment.

Update - a complete web/ html copy has been added! This can be edited, autostyled, load embedded files, accept animations, . . . it's html. A full copy can be viewed online over at Thistle Games' site.

Treasure can be played in exactly the same way as standard fantasy RPGs. Alternatively, it can be played as a boardgame or a very inexpensive CCG.

The game offers the option of using icons, symbols and images to represent everything from skills and spells to monsters and palaces. These icons translate play into a visual language that can result in a game that is quick to play and very intense and atmospheric. Players typically start out with visual gaming using images for character visualisation.

Treasure is a cognitive, or intuitive, RPG, which uses a highly modular, connective design aimed at encouraging improvisational gameplay. This involves delivering gameplay that makes it easier to play more intuitively through dovetailing the rules alongside our capacity for creative improvisation.

Here's a take on Treasure from ENnie award-winning blog Gnome Stew: "I also like the concept behind their Treasure RPG, which can be played as a tabletop RPG, a boardgame, or a light CCG, and combines elements of each."

The icons and images used in Treasure are easy to sketch. In addition, Treasure includes hundreds of editable vector graphics stored as PDF files to help players develop visual roleplaying. Anyone with a computer can easily put together a wide range of designs.

Does that all sound a bit complicated? Well, with or without images, Treasure is exceptionally easy to learn and designed to be customised by players. John Kim's RPG website sums up the core mechanics as follows:

"An RPG using custom card mechanics that can be played as a traditional tabletop RPG, but can also be played as a boardgame or an inexpensive Collectible Card Game. Action resolution is by rolling 2d6 plus stat or level aka "Stars," where 9+ is a success. The game uses many visual icons to indicate options. Character creation is limited point-based, using icons for "Gems and Jewels."

The game can act as a platform for referees/ DMs, who are able to construct adventures very rapidly and concentrate on roleplaying and plot development. In addition, solo and team play are both practical options.

Here's DG Game Design commenting on Treasure's gameplay: "It mixes the unique concept of graphical roleplaying with random “complex” generation and lots of fun. The amount of content contained within is incredible, given the ease of play. The game can be played in three modes: Solo (one player, the rules GM), Team (two or more players, the rules GM), or Gamemastered (GM runs the game, the rules help him). I tried the game with my group and had a lot of fun."

Please note: Treasure remains a bit experimental, so there tend to be changes now and again. Please make backups to avoid overwriting a version that may still be in use.

I love solo deck builders and Mythic emulator. Playing Treasure solo is like hectic, deadly Thunderstone. Counters and pen and paper works best for me. It rolls-up whole campaigns with masses of events. Must have for solo and 1:1 [...]

Couple of minutes to make a skills point PC and combat is brutal. When an alarm goes off you've got to know what you're doing, run or get killed. The team tables make basic dungeons and temples fast. Easy enough to add missions, extra rooms and flavor [...]

These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

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Original electronic format

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